Starfall 3
Hiển thị các bài đăng có nhãn jcrpg. Hiển thị tất cả bài đăng

Chủ Nhật, 4 tháng 4, 2010

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Hedgewars, JCRPG, and 0AD

Hmm, been a while, but since nobody is using my opensourcegames reddit yet, I'd better pitch in a bit here. Qubodup and Julius have been doing a stellar job in the last several months with some great posts.



Hedgewars 0.9.13 is out. It now looks better than the game it is a clone of (Worms 2) which is a pretty significant milestone. They have also started to add some features that were not in the original (also an important step - differentiation). I could reel off a list of new features since 0.9.12 but it's a futile task given there are so many. The standout features for me are the beautiful explosions, the birdy weapon, the generally impressive new graphics themes, and the trailer:





That is about as good a lesson in Internet marketing as you can get. Beautifully timed to the music, based on a very famous song, but in the style of the game characters. I found it to be very impressive and that's a trend since I originally tried out Hedgewars back when looking at all the available Worms/Artillery clones.




JCRPG


The ever-promising JCRPG has been ported from one Java 3D technology (jMonkeyEngine) to another (Ardor3D). The latter is a newer engine from the creators of the former, and seems to have taken several lessons on board with the design. The motivation for the port was difficult to debug crashes, but a number of nice enhancements have been discovered along the way and JCRPG really looks sumptuous.



Hopefully soon the game will start to get a bit of a storyline as well as beautiful scenery!



Finally, a pre-alpha download of 0ad is available. This utterly gorgeous looking historically-based RTS has so much potential. They have struggled to get more developers involved since originally going open source. I have been encouraging them to make a release and follow up with regular releases in order to expand the pool from which they may discover new contributors.



Here is a 2 year old trailer for 0ad.





Maybe they should make a new one, that could also be a marketing boost for the project.

Chủ Nhật, 7 tháng 2, 2010

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Contributors, contributors, contributors

The development structure of FOSS game projects can be a one-man show, it can be semi-closed by having a fixed team and little web presence, it can have lots of tasks without anybody knowing what needs to be done, or it can be plain frozen until a developer decides to pick it up.


Today, I will try to pick some of the open development ones that provide some kind of ordered task list and provide instructions in the case of media creation being the job.



Programming





Rocket Race in Syntensity [more]

Syntensity has some open tasks (having played the game helps understanding :) ), which involve tinkering with the Sauerbraten-based engine and JavaScript.




latest UFO:AI world view
I just found out on #ufoait that UFO:AI is soon to release the first version that allows you to win the game. This will make the squad tactics game be eligible to a line on our list of complete foss games! There are still a few tasks to complete before 2.3, a humble list compared to all the open issues.



PARPG developers wants to ship the first tech demo on 10th of March but could use some Python programmers' help. The engine used by PARPG, FIFE, just released 0.3.0, introducing internationalization as one of the features. One plan for a forthcoming version is to improve rendering performance.


Never mind the sidetracking, regarding PARPG programming: here's the first step (chat) of involvement and the second (forums). :) In case you're worried about setup complications: being on Arch Linux it has been no effort for me to install fife-svn and test the svn version of PARPG many times.





Current PARPG status


I told you about the problems of getting Bitfighter to run on my x64 system. Others suffer from the same and now the development team is looking for someone willing to take a look at our errors and their code in this thread. Should you happen to take a look and have an idea of what the problem is but are too laz.. busy to register at yet another forum, please do comment on this post. :)



Assets/Media/Art




Get the flash player here: http://www.adobe.com/flashplayer

Racer r242 screenshots


Racer is getting prettier and prettier and hopefully the instructions for making cars, using the editor and creating visual themes will let some race track artists do their magic. I recommend the racer-dev group for getting in touch with the developer.



A list of wanted voice lines for NAEV was compiled. For brainstorming, a PiratePad was used, which is based on the FOSS collaborative web text editor etherpad.



jClassicRPG recently received a new voice pack but is still looking for more voices. If you are or you know someone who likes to put their voice to use and has a way to record it, go to/direct them to the updated voice acting instructions.



irrlamb documentation now features a wiki page on level editing. For questions and feedback use this thread.

Chủ Nhật, 27 tháng 9, 2009

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Open source 3D RPG updates

There has been some activity in the most prominent free (as in freedom) software 3D role-playing games DungeonHack, jClassicRPG and Radakan.



DungeonHack





Green, water and village in DungeonHack [more]

DungeonHack (DH) 0.10 has been released in form of win&lin 32bit biaries and a few commits later I was able to compile the game on my 64bit Arch Linux machine. It is the first release of DH that does not rely on non-free libraries.



I played the game for the first time and I was positively surprised. Not only can I move around in the nice-looking (endless) landscape but also fight, cast magic, pick up items, enter houses and dungeons as well as talk to npcs. Physics also work (see barrels video below). On the downside: the current code is crash-happy and there is little content: In toto three houses, two dungeons, two enemy types, two items, one non-player character, one spell).




Zombie roasting á la DH

The next DH aim is to create a typical RPG village, add some inventory and status GUI and to write a dialog system (the current one runs on boxes). Maybe you feel like giving them a programmer's or artist's hand at achieving one of these or other goals? Then enter the DH chatroom and/or forum (which I find one of the most entertaining floss game forums to read).






When test-playing DH, it appears weird to me that enemies' bodies disappear when eliminated and wish they would drop and also drop loot, which I could then collect into the (also not yet accessible) inventory. When playing the latest release or watching the videos, is there something you feel is missing?



jClassicRPG




Shrine and road in jClassicRPG

There has been much activity lately in jClassicRPG's Subversion repository. There are texture-roads now, the map not only shows terrain type any more but also infrastructure (roads and settlements). Shrines and Igloo buildings appear in the game world and a yeti creature has been added to the game's repertoire.






Usability has increased a lot through mouse menu integration and addition of buttons for map, character status etc. Though the drop-down menus don't act as the ones most of us are probably used to, the GUI-usage learning curve has dropped a lot. I especially like the tool-tip system, which shows usage instructions for the different controls or details about fields in the map. If only the font was better readable...



If you would like to help jClassicRPG grow, I can think of at least one Blender-modelling task: give attack animations to this gorilla. Apart from that you can find ways to help on this page and in this thread. And if you're hardcore, also read the TODO! (Search for "[ ]") :D







What I would like to see in jClassicRPG are cloth/armor items and a menu for equipping my party members with them. (EDIT: already there - left click character portraits.) Also the shiny flowers scream to me "pick me" and I hope that will be a gameplay option some day. Can you think of content or features that would enrich the game?



Radakan




Panda3D integration in Radakan

Radakan's developer announced a while ago, that the 3D view of the game will be postponed and a text/GUI interface would be developed first. Now Panda3D, a fun, BSD-licensed, python-powered game engine is being integrated.



What Radakan's developers could use help with now is exporting their already available media [.7z archive] and some media from OpenGameArt to the Panda3d .egg format. Instructions here (press "next" multiple times to see instructions for various 3D applications).





Radakan's 'behavior' editor
I do not care too much for the 3D part of the game (at least not yet). I would prefer the engine to be more stable, so I could try out the quest and add some detail to it using the behavior editor. What do you think? Is implementing 3D worth the time or would you rather prefer the gui/text-based framework to get developed further?



Off-topic



A little hint if you ever feel like making a gameplay video yourself: I prepared the videos for this post (and other posts) using glc to record and mencoder to encode. Sometimes (for non-OpenGL games) I use recordmydesktop to record. Feel free to ask in the comments or forum if I can help you with making videos.



Another little hint: If you are unable to use YouTube but curious about the videos and can play back mp4 files (vlc and mplayer can handle them), use youtube-dl to download videos for off-line playback.

Thứ Ba, 7 tháng 4, 2009

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Commerce & Open Source Games: Libre Music, Tremulous Shirts

Here is some commercial free software gaming news, which I partially failed to deliver on time.



Paul's Music Liberation Experiment is a product of jClassicRPG's lead developer following his passion for composing music. He releases music tracks under the gratis but non-free BY-SA-NC license and visitors can donate to specific tracks, which in return will be released under the free BY-SA license.



The money earned from this will be covered to cover Paul's expensive music software purchases and hopefully a proof that at least small bucks can be made with freely licensed media. It's called "experiment" after all. :)



I am a big fan of this project! I detest the non-free Creative Commons licenses, but this method is perfect to illustrate just how many people think that being free is more important for media rather than just being gratis.




Tremulous T-Shirt Logo

Ministry of Frag (MoFrag) sells a Tremulous T-Shirt and 25% go to the Tremulous team. That's the short story.



The long story is that the project was first thought of 2006 and finally realized in December 2008. It started on the wish to «find some way to support open source games». Most of the people behind MoFrag are from the Tremulous scene.



Powered by the visual awesomeness of Plutocracy's [remember?] lead developer Garoth, it's sure to make you feel sexy about supporting the open source game development.



The MoFrag definition of "open source" is slightly loose: «If your game "feels" open source to us, that is pretty much the only requirement» I was told on IRC. Also I feel a tiny bit insecure about supporting Tremulous, as there might be issues regarding the legality of some of its assets.




LÖVE mousepad
Never minding that, I hope that it will thrive and get involved with lots of cool projects (qubodup's list of cool open source game projects still pending). Do you have any suggestions? My instant thoughts are "LÖVE" (Which by the way has a Merchandise discussion going on) and "SuperTuxKart" (by the way, did you know that the project has an awesome new homepage look?) although last time I checked out STK, this little bit |___| of polish was missing for me to call it "polished enough for merchandise".




EDIT: Supposedly, the Blender Game Engine (BGE) will receive development support from a company using it to develop a commercial title.



I was super skeptic at first, due to Entertainment Arts Research Inc.'s flash page and its subsidiary Twilight 22 Studio's empty page. I Couldn't find anything online but the same press release and compared it to the EVO console scam. Now I'm just confused. Time will tell.



BGE looking awesome
So this turned out to not be a commercial blender update, eh? Aaanyways, about the Blender Game Engine (BGE).. I always thought the BGE was a weak, slow placeholder. I appear to be wrong: its power has recently been shown off in this sunrise thread. Note that this is not a Blender render, it's real-time Blender Game Engine action! Though I bet it's real slow. But hey, I haven't checked it out live yet. ;P



Thanks to Lamoot for the heads up!




Scott's satellite dish model

Newfound Room is Scott's continuation of the Low Poly Cooperative blog.
part of the intention of this blog will be to make some money for me and my family. I’ll be trying out any number of different ways of doing this, but the core of what I am doing here is providing you all with free stuff. The more I make off of it, the more time I can devote to making more.

So far, no sight of any revenue-gaining measures and no post for three months. Ads would make some sense, though not create much profit. Paul's "release-gratis, pay-to-free" method could be used. Although it does have an unfortunate non-free element in it.



Good night! And remember to brush your vaporware-sensors boys and girls!

Thứ Ba, 7 tháng 10, 2008

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jClassicRPG's and Howitzer Skirmish's donation histories

While the the tank simulator game Howitzer Skirmish is 300 USD (222 EUR) away from being GPLed, jClassicRPG's developer is getting a donation-funded 42 USD ATi card to fix some ATi-specific problems.



I made a pretty graphic of the donations sum for Howitzer Skirmish over time.







The diagram definitely contains wrong data because of the following two reasons:

  1. Some modern websites have the fetish of using "5 months ago" dates (only some elite sites provide exact dates additionally or simply stick with normal date format where appropriate, it seems)

  2. microPledge is not able to accept two donations from the same person at different points in time. If you donate twice, the first donation will get the sum added to it

Here's the link to the pd-licensed diagram source.



In jClassicRPG's case, it took five hours to reach 130% of the wanted ammount. Timong stated on his blog that the fundraising was an experiment, to show that donation-driven development is possible.



Well, it is. Though maybe not enough to cover the expenses of a non-minimalistic lifestyle.



I hope Howitzer Skrimish will get the 300 USD. And that the possible troubles of microPledge won't destroy the donation progress so far. Now give me money, that's what I want! *sings*



PS: In case you think that Howitzer Skirmish looks like a tech demo and less like a game or in case you weren't content with Stormbaan Coureur; Bram made following statement on the comment section of this post:


once I release my source code, and the community considers it to be a tech demo and not a game, then there will be no pay out. Everybody keeps their money, and Howitzer Skirmish and its data will be GPL.




PPS: What would you pay for? Kiba brought that interesting question up in our forums and I'd love to get more replies to that.


Thứ Sáu, 29 tháng 8, 2008

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Sandbox becoming free, more free hardware: aurora

Levelhead

I don't really know yet how to play Levelhead, but it has GPL-ed code and CC-BY-SA-ed art assets. This means it's good, right? Right? Well, I'll try to find out whether or not you can play it without having to cut a LCD display in mouth-sized pieces first.



Sandbox co-operative map editing

There's news regarding Sandbox, the child-friendly Sauerbraten-based 3D game/engine/editor. A completely freely licensed version is in the works. (Code and media.) So, hopefully we'll have a release soon, which will be includable in Debian for example. I'm very interested in this project, as it's obvious aim is to make content/game-creation a child's play!



MonkeyWorld 3D

MonkeyWorld 3D is a BSD Licensed scene editor for the jMonkeyEngine which I found through a thread on Radakan's forums.



Radakan's WorldTool is currently frozen as the energy is now aimed towards the general MonkeyWorld 3D editor. Maybe even jClassicRPG will benefit from it. :)



Speaking of Radakan: There's some tasty new gui design and concept art going on.



aurora: not only sexy but also with free inner values

Cool, I searched for "open source" on flickr and found a new toy: The aurora open source mixer. It's specifications and driver appear to be CC-BY-licensed. I'm not sure if the license is well suitable for hardware, but it does make the device attractive. I wonder if I can get enough motivation to get my soldering iron out. A GNU/Linux driver seems to be missing.

Thứ Bảy, 16 tháng 8, 2008

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jClassicRPG's major breakthrough in the field of playable!

jClassicRPG detail


jClassicRPG 'Vigilante Eye' is out for us to get. The game engine is nearing completeness, dialogs and a quest system need implementing. Then we'll be able to slay our first 15 foxes for the lazy shepherd Osgar Lindquist. The following features all-ready work:


  • Fighting: Bash (monsters) and be bashed (by monsters)!

  • Items: Collect gold and pieces of wood from slain foxes!

  • Camping: Rest to regenerate health, energy and mana!

  • Leveling: Spend hours deciding on what stat to increase!


And this is where you come into play! Get the release. Timong is waiting for your bug reports, patches and feature requests! =D



The visual (and aural) and performance improvements that happened lately are pretty much wow. The terrain now looks very natural compared to earlier versions, there are new animated models, there is a tropical background sound loop. I created a rather long video that shows off some of the new features. (Direct download, 118 MB, recommended)



SF.net data mining (har har)


I'm currently working on a simple categorization of all the stable and or mature game-related projects hosted by SourceForge.net. Not fun. But the results will hopefully be.



I will try to learn from Edwart Tufte's The Visual Display of Quantitative Information (which should have shipped today) to create some nice graphical overviews. If you can recommend me a statistical data visualization application, please do!





Block Attack b.q. (before qubodup)

I started a theme for the Tetris Attack-clone block attack. The current status can be seen in this video. Criticism is welcome. :)



The LÖVE smiley competition, in which you can win an awesome comic book, will end in two weeks.



PS: our new-found friends at TIGSource are having a remakes competition. This contestant appears to be willing to release her Bootlet Bash's code and media as free code and art!

Thứ Sáu, 8 tháng 8, 2008

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Ludum Dare 12 and jClassicRPG updates

Ludum Dare 12 starts in three hours. There are three lists of hints for python game programmers who are going to join the competition: SolHSA’s, mrfun's and GBGames'. Hints that help you be resourceful, constructive and alive before, during and after the contest.



jClassicRPG is getting bigger, prettier and cooler.



By the way: Orbit-Hopper does work on my machine. Only the 1.16 build creates segfaults. 1.15 works fine. (Though suffers from extreme slowdown when I try to record it.)




OpenArena 0.8.0

Post Scriptum: OpenArena 0.8.0 has arrived in a bigger than 300 MB archive. It contains some new media and "mission packs"
Missionpack is basically the trademarkless codename of Quake III Team Arena game code and since we've completed the minimal essential assets for it in this version it's 'playable' to the extent where you can score points in Harvester, Overload and One Flag CTF nicely. Among the game types is the 'annoying voice system' where you press a key and it says stuff audibly.

I don't really understand, but will check it out in 2.5 minutes.



Post Scriptum 2: The Uzebox will apparently be completely free as in freedom. As this note appeared yesterday on the project's homepage:

Following many requests, all sources and schematics will be published by August 24th '08. That's pretty soon so stay tuned! And everything will be released under fully free, open source licenses...open software, open hardware...hope you enjoy!

Thứ Ba, 22 tháng 7, 2008

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Back from dusmania, right to RubyWeekend...


Surt's goblin

Surt contributed the first model to OpenDungeons (and it looks good!) The model also was quickly incorporated by Timong into jClassicRPG.



Meanwhile, JackyJ (creator of the cool 3D platform-marble and physics game irrlamb) released the first version of Choria, which seems to be a parody of MMORPGs. It reminds me of the funny (though unfree) Progress Quest.



Word War vi has reached release 0.19! Controls are fine now and the side-scrolling arcade is lots of fun to play. It might be the first game with Xbox 360 controller rumble effects on Linux!



RubyWeekend #2 is happening this weekend. I'll be helping kiba with art stuffs. It's gonna be fuun! As you might have figured, the rules are to use ruby inside the time span of the weekend to create a game. :)



The 3D Ultima Online client remake Iris 2 scored first price (best project) at dusmania (german indie games ...party :) ).




Part of the dusmania was a overnight games creation competition. Our result (made with LÖVE) is lalalove (working title), a game inspired by Lost Garden's Celestial Music. Basically you connect stars, asteroids and planets, to create musical compositions. The current state isn't polished but playable and fun for some seconds. We're definitely going to make it kick ass!



Also: No more game videos on Vimeo allowed. Not sure if they permit videos of games you did yourself.

Thứ Tư, 2 tháng 7, 2008

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Good Morning Free Gamer

Well it's been a while since I chipped in. Q has been doing a fantastic job, I'm sure you will agree, of keeping us up to date with the Free gaming news. I've just been way too busy lately and it's great to see that I can disappear and things keep ticking. Hopefully in the future others will join us in our mission to conquer enlighten the world.



Blood Frontier, the mod to make Sauerbraten look serious, has it's next demo release tomorrow. You may or may not notice a lovely new website. I'm sure Q will follow up on this after the release.




Boarman in JCRPG

Woman by Grumbel


There's also been tons of progress on JCRPG which is looking more and more impressive. There's a fully animated boarman, contributed by artist Zphr, who has almost completed a boarman mage as well. Both are released under an open source license (CC by SA, I think).



There's a gorgeous new portait image contributed by Grumbel. Whilst JCRPG and Scourge have picked it up, this and his other portaits are available under an open source license (CC-by-SA or GPL3) and you can find out more information, lavish praise, or even make requests (!) in this topic in the FreeGameDev forums.



In other fantasy-game news, DungeonHack progress continues and they finally have the project in SVN (direct link) so interested people can check out their progress which is apparently pretty good. It's a Daggerfall-inspired game, which can only be a good thing.



Did you know FreeOrion will soon have 3D combat? Check out this topic on the Ogre forums for some preview screenshots. In the meantime, they released 0.3.10 with the usual raft of bug fixes and minor improvements. Downloads are available, from different places, for Linux and Windows.




The White Chamber


Studio Trophis have released the source for their very lovely looking game The White Chamber. It's an anime themed 2D point and click horror adventure game. It requires the WinterMute engine and I'm not sure whether that's Free Software although it seems the source is available but under no specific license EDIT: - it's not open source at all. The White Chamber source is at the bottom of the Studio Trophis downloads page. It looks like it's all Windows-only =( but I could be wrong.



A while back I made some hullabaloo about Portalized, a perhaps-to-be-open-source better-than-Portal engine. Well, the guy working on it (who, by the way, is only 16 - shame on us all who are older and less productive than him) now has a blog with some interesting commentary on his efforts as well as some gorgeous screenshots. It doesn't look like it'll be open source any time soon but I don't think he's ruled it out either, and now he has help so it'll be worth watching. Version 0.1 is on the way, so there's something to look forward to.



Well, hopefully that satisfies your Free game news needs for another day or so...

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